Hey
I’m currently developing a LOD system that is not based on distance rather than on the space that the object occupies on screen (like the build in LOD in the Pro version)
I would like to get some feedback from you, and if there is any interest in my system?
I think you must change how you Active/Disable your LOD.
I think you use Vector3.Distance(Observer) on Update() or FixedUpate() method.
Use multithreading , you check distance on another thread and you set value to True/false , and in FixedUpdate() Function of you gameobject you Enable or Disable LOD.
lol thats strange I get more fps with lod enabled…
I dont use the distance between Objects to calculate the LOD stats, I calculate a 2D bounding box and use that to get how much % its occupies from the screen.
And I think multithreading is PRO only, isn’t it?
Wich operating system do you have and what browser do you use?
I myself tried to write Occlusion / LOD system, and I had the same problem.For the system to be truly effective it was really the scene is very load in objects, otherwise the system will lose performance instead of to win.
Ok thanks @ all for your feedback.
I will try to optimise the system and hopefully come back soon with a better implementation.
But I think its going to be hard because I dont have the same experience with it. I get 30-60 fps with lod enabled and around 10 without … really strange
will see how it goes.
but there is a problem in the preview, seems unpoly related that drops the fps, so it makes no differences using a LOD
if it will be fixed and work, I’ll buy it.
Unity’s LOD is bad as you can’t access it from runtime.
same here but on OSX. That makes it very difficult for me
yes when the Objects are colored than LOD is turn on
I think the main reason must be the calculation from 3D bounds to 2D bounds, but that method is only called when the object is in front of the camera and every .05 sec…
Next I will try a queue, maybe I can get a bit performance out of that ^^
what especially would you like to access at runtim?
if I’ll want to change something in the model (combine, morph, attach, etc…) and re add it to the LOD list in the runtime
it won’t be possible in Unity’s LOD.
rest of the LOD systems in the assets store are Vector3.Distance base which is bad for performances
still working on the system. Today I did a more “real life” approce, instead of just some rocks (bumpy spheres). Discovered a few things that need to be changed. How ever, just did a quick screencast and want to share it